/* -------------------------------------------------------------------------------

Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.

This file is part of GtkRadiant.

GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#define CONVERT_ASE_C



/* dependencies */
#include "q3map2.h"



/*
ConvertSurface()
converts a bsp drawsurface to an ase chunk
*/

static void ConvertSurface(FILE * f, bspModel_t * model, int modelNum, bspDrawSurface_t * ds, int surfaceNum, vec3_t origin)
{
	int             i, v, face, a, b, c;
	bspDrawVert_t  *dv;
	vec3_t          normal;
	char            name[1024];

	/* ignore patches for now */
	if(ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP)
		return;

	/* print object header for each dsurf */
	sprintf(name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum);
	fprintf(f, "*GEOMOBJECT\t{\r\n");
	fprintf(f, "\t*NODE_NAME\t\"%s\"\r\n", name);
	fprintf(f, "\t*NODE_TM\t{\r\n");
	fprintf(f, "\t\t*NODE_NAME\t\"%s\"\r\n", name);
	fprintf(f, "\t\t*INHERIT_POS\t0\t0\t0\r\n");
	fprintf(f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n");
	fprintf(f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n");
	fprintf(f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n");
	fprintf(f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n");
	fprintf(f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n");
	fprintf(f, "\t\t*TM_ROW3\t0\t0\t0\r\n");
	fprintf(f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[0], origin[1], origin[2]);
	fprintf(f, "\t}\r\n");

	/* print mesh header */
	fprintf(f, "\t*MESH\t{\r\n");
	fprintf(f, "\t\t*TIMEVALUE\t0\r\n");
	fprintf(f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts);
	fprintf(f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3);
	switch (ds->surfaceType)
	{
		case MST_PLANAR:
			fprintf(f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n");
			break;
		case MST_TRIANGLE_SOUP:
			fprintf(f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n");
			break;
	}

	/* export vertex xyz */
	fprintf(f, "\t\t*MESH_VERTEX_LIST\t{\r\n");
	for(i = 0; i < ds->numVerts; i++)
	{
		v = i + ds->firstVert;
		dv = &bspDrawVerts[v];
		fprintf(f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[0], dv->xyz[1], dv->xyz[2]);
	}
	fprintf(f, "\t\t}\r\n");

	/* export vertex normals */
	fprintf(f, "\t\t*MESH_NORMALS\t{\r\n");
	for(i = 0; i < ds->numIndexes; i += 3)
	{
		face = (i / 3);
		a = bspDrawIndexes[i + ds->firstIndex];
		b = bspDrawIndexes[i + ds->firstIndex + 1];
		c = bspDrawIndexes[i + ds->firstIndex + 2];
		VectorCopy(bspDrawVerts[a].normal, normal);
		VectorAdd(normal, bspDrawVerts[b].normal, normal);
		VectorAdd(normal, bspDrawVerts[c].normal, normal);
		if(VectorNormalize2(normal, normal))
			fprintf(f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[0], normal[1], normal[2]);
	}
	for(i = 0; i < ds->numVerts; i++)
	{
		v = i + ds->firstVert;
		dv = &bspDrawVerts[v];
		fprintf(f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[0], dv->normal[1], dv->normal[2]);
	}
	fprintf(f, "\t\t}\r\n");

	/* export faces */
	fprintf(f, "\t\t*MESH_FACE_LIST\t{\r\n");
	for(i = 0; i < ds->numIndexes; i += 3)
	{
		face = (i / 3);
		a = bspDrawIndexes[i + ds->firstIndex];
		c = bspDrawIndexes[i + ds->firstIndex + 1];
		b = bspDrawIndexes[i + ds->firstIndex + 2];
		fprintf(f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
				face, a, b, c);
	}
	fprintf(f, "\t\t}\r\n");

	/* export vertex st */
	fprintf(f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts);
	fprintf(f, "\t\t*MESH_TVERTLIST\t{\r\n");
	for(i = 0; i < ds->numVerts; i++)
	{
		v = i + ds->firstVert;
		dv = &bspDrawVerts[v];
		fprintf(f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[0], (1.0 - dv->st[1]), 1.0f);
	}
	fprintf(f, "\t\t}\r\n");

	/* export texture faces */
	fprintf(f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3);
	fprintf(f, "\t\t*MESH_TFACELIST\t{\r\n");
	for(i = 0; i < ds->numIndexes; i += 3)
	{
		face = (i / 3);
		a = bspDrawIndexes[i + ds->firstIndex];
		c = bspDrawIndexes[i + ds->firstIndex + 1];
		b = bspDrawIndexes[i + ds->firstIndex + 2];
		fprintf(f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c);
	}
	fprintf(f, "\t\t}\r\n");

	/* export extra lightmap coordinates */

	fprintf(f, "\t\t*MESH_MAPPINGCHANNEL\t2\r\n");

	/* export vertex st */
	fprintf(f, "\t\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts);
	fprintf(f, "\t\t\t*MESH_TVERTLIST\t{\r\n");
	for(i = 0; i < ds->numVerts; i++)
	{
		v = i + ds->firstVert;
		dv = &bspDrawVerts[v];
		fprintf(f, "\t\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->lightmap[0][0], (1.0 - dv->lightmap[0][1]), 1.0f);
	}
	fprintf(f, "\t\t\t}\r\n");

	/* export texture faces */
	fprintf(f, "\t\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3);
	fprintf(f, "\t\t\t*MESH_TFACELIST\t{\r\n");
	for(i = 0; i < ds->numIndexes; i += 3)
	{
		face = (i / 3);
		a = bspDrawIndexes[i + ds->firstIndex];
		c = bspDrawIndexes[i + ds->firstIndex + 1];
		b = bspDrawIndexes[i + ds->firstIndex + 2];
		fprintf(f, "\t\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c);
	}
	fprintf(f, "\t\t\t}\r\n");

	/* print extra lightmap coordinates footer */
	fprintf(f, "\t\t}\r\n");

	/* print mesh footer */
	fprintf(f, "\t}\r\n");

	/* print object footer */
	fprintf(f, "\t*PROP_MOTIONBLUR\t0\r\n");
	fprintf(f, "\t*PROP_CASTSHADOW\t1\r\n");
	fprintf(f, "\t*PROP_RECVSHADOW\t1\r\n");
	fprintf(f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum);
	fprintf(f, "}\r\n");
}



/*
ConvertModel()
exports a bsp model to an ase chunk
*/

static void ConvertModel(FILE * f, bspModel_t * model, int modelNum, vec3_t origin)
{
	int             i, s;
	bspDrawSurface_t *ds;


	/* go through each drawsurf in the model */
	for(i = 0; i < model->numBSPSurfaces; i++)
	{
		s = i + model->firstBSPSurface;
		ds = &bspDrawSurfaces[s];
		ConvertSurface(f, model, modelNum, ds, s, origin);
	}
}



/*
ConvertShader()
exports a bsp shader to an ase chunk
*/

/*
	*MATERIAL 0 {
		*MATERIAL_NAME "models/test/rock16l"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5882	0.5882	0.5882
		*MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
		*MATERIAL_SPECULAR 0.5882	0.5882	0.5882
		*MATERIAL_SHINE 0.0000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Phong
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "Map #2"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "models/test/rock16l"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}
	}
*/

static void ConvertShader(FILE * f, bspShader_t * shader, int shaderNum)
{
	shaderInfo_t   *si;
	char           *c, filename[1024];


	/* get shader */
	si = ShaderInfoForShader(shader->shader);
	if(si == NULL)
	{
		Sys_Printf("WARNING: NULL shader in BSP\n");
		return;
	}

	/* set bitmap filename */
	if(si->shaderImage->filename[0] != '*')
		strcpy(filename, si->shaderImage->filename);
	else
		sprintf(filename, "%s.tga", si->shader);
	for(c = filename; *c != '\0'; c++)
		if(*c == '/')
			*c = '\\';

	/* print shader info */
	fprintf(f, "\t*MATERIAL\t%d\t{\r\n", shaderNum);
	fprintf(f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader);
	fprintf(f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n");
	fprintf(f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[0], si->color[1], si->color[2]);
	fprintf(f, "\t\t*MATERIAL_SHADING Phong\r\n");

	/* print map info */
	fprintf(f, "\t\t*MAP_DIFFUSE\t{\r\n");
	fprintf(f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader);
	fprintf(f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
	fprintf(f, "\t\t\t*MAP_SUBNO\t1\r\n");
	fprintf(f, "\t\t\t*MAP_AMOUNT\t1.0\r\n");
	fprintf(f, "\t\t\t*MAP_TYPE\tScreen\r\n");
	fprintf(f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename);
	fprintf(f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n");
	fprintf(f, "\t\t}\r\n");

	fprintf(f, "\t}\r\n");
}


/*
ConvertLight()
exports a bsp light to an ase chunk
*/

/*
*LIGHTOBJECT {
	*NODE_NAME "Omni01"
	*LIGHT_TYPE Omni
	*NODE_TM {
		*NODE_NAME "Omni01"
		*INHERIT_POS 0 0 0
		*INHERIT_ROT 0 0 0
		*INHERIT_SCL 0 0 0
		*TM_ROW0 1.0000	0.0000	0.0000
		*TM_ROW1 0.0000	1.0000	0.0000
		*TM_ROW2 0.0000	0.0000	1.0000
		*TM_ROW3 -0.0527	-1.2494	2.6609
		*TM_POS -0.0527	-1.2494	2.6609
		*TM_ROTAXIS 0.0000	0.0000	0.0000
		*TM_ROTANGLE 0.0000
		*TM_SCALE 1.0000	1.0000	1.0000
		*TM_SCALEAXIS 0.0000	0.0000	0.0000
		*TM_SCALEAXISANG 0.0000
	}
	*LIGHT_SHADOWS Mapped
	*LIGHT_USELIGHT 1
	*LIGHT_SPOTSHAPE Circle
	*LIGHT_USEGLOBAL 0
	*LIGHT_ABSMAPBIAS 0
	*LIGHT_OVERSHOOT 0
	*LIGHT_SETTINGS {
		*TIMEVALUE 0
		*LIGHT_COLOR 1.0000	1.0000	1.0000
		*LIGHT_INTENS 0.6000
		*LIGHT_ASPECT -1.0000
		*LIGHT_TDIST -1.0000
		*LIGHT_MAPBIAS 0.1900
		*LIGHT_MAPRANGE 4.0000
		*LIGHT_MAPSIZE 2048
		*LIGHT_RAYBIAS 0.0000
	}
}
*/

static void ConvertLight(FILE * f, entity_t * e, int lightNum)
{
	const char     *value;
	char            name[1024];
	vec3_t          origin, color;

	/* get light origin */
	value = ValueForKey(e, "origin");
	if(value[0] == '\0')
		VectorClear(origin);
	else
		GetVectorForKey(e, "origin", origin);

	/* get light color */
	value = ValueForKey(e, "_color");
	if(value[0] == '\0')
		VectorSet(color, 1, 1, 1);
	else
		GetVectorForKey(e, "_color", color);

	/* print object header */
	sprintf(name, "Omni%d", lightNum);
	fprintf(f, "*LIGHTOBJECT\t{\r\n");
	fprintf(f, "\t*NODE_NAME\t\"%s\"\r\n", name);
	fprintf(f, "\t*NODE_TM\t{\r\n");
	fprintf(f, "\t\t*NODE_NAME\t\"%s\"\r\n", name);
	fprintf(f, "\t\t*INHERIT_POS\t0\t0\t0\r\n");
	fprintf(f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n");
	fprintf(f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n");
	fprintf(f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n");
	fprintf(f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n");
	fprintf(f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n");
	fprintf(f, "\t\t*TM_ROW3\t0\t0\t0\r\n");
	fprintf(f, "\t\t*TM_SCALE\t1.0\t1.0\t1.0\r\n");
	fprintf(f, "\t\t*TM_SCALEAXIS\t0\t0\t0\r\n");
	fprintf(f, "\t\t*TM_SCALEAXISANG\t0\r\n");
	fprintf(f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[0], origin[1], origin[2]);
	fprintf(f, "\t}\r\n");

	/* print misc settings */
	fprintf(f, "\t*LIGHT_SHADOWS\tMapped\r\n");
	fprintf(f, "\t*LIGHT_USELIGHT\t1\r\n");
	fprintf(f, "\t*LIGHT_SPOTSHAPE\tCircle\r\n");
	fprintf(f, "\t*LIGHT_USEGLOBAL\t0\r\n");
	fprintf(f, "\t*LIGHT_ABSMAPBIAS\t0\r\n");
	fprintf(f, "\t*LIGHT_OVERSHOOT\t0\r\n");

	/* print light settings */
	fprintf(f, "\t*LIGHT_SETTINGS\t{\r\n");
	fprintf(f, "\t\t*TIMEVALUE\t0\r\n");
	fprintf(f, "\t\t*LIGHT_COLOR\t%f\t%f\t%f\r\n", color[0], color[1], color[2]);
	fprintf(f, "\t\t*LIGHT_INTENS\t0.6\r\n");
	fprintf(f, "\t\t*LIGHT_ASPECT\t-1.0\r\n");
	fprintf(f, "\t\t*LIGHT_TDIST\t-1.0\r\n");
	fprintf(f, "\t\t*LIGHT_MAPBIAS\t0.19\r\n");
	fprintf(f, "\t\t*LIGHT_MAPRANGE\t4.0\r\n");
	fprintf(f, "\t\t*LIGHT_MAPSIZE\t2048\r\n");	// FIXME
	fprintf(f, "\t\t*LIGHT_RAYBIAS\t0\r\n");
	fprintf(f, "\t}\r\n");

	/* print object footer */
	fprintf(f, "}\r\n");
}


/*
ConvertBSPToASE()
exports an 3d studio ase file from the bsp
*/

int ConvertBSPToASE(char *bspName)
{
	int             i, modelNum, lightNum;
	FILE           *f;
	bspShader_t    *shader;
	bspModel_t     *model;
	entity_t       *e;
	vec3_t          origin;
	const char     *key;
	const char     *classname;
	char            name[1024], base[1024];


	/* note it */
	Sys_Printf("--- Convert BSP to ASE ---\n");

	/* create the ase filename from the bsp name */
	strcpy(name, bspName);
	StripExtension(name);
	strcat(name, "_converted.ase");
	Sys_Printf("writing %s\n", name);

	ExtractFileBase(bspName, base);
	strcat(base, ".bsp");

	/* open it */
	f = fopen(name, "wb");
	if(f == NULL)
		Error("Open failed on %s\n", name);

	/* print header */
	fprintf(f, "*3DSMAX_ASCIIEXPORT\t200\r\n");
	fprintf(f, "*COMMENT\t\"Generated by ETXMap (XreaL) -convert -format ase\"\r\n");
	fprintf(f, "*SCENE\t{\r\n");
	fprintf(f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base);
	fprintf(f, "\t*SCENE_FIRSTFRAME\t0\r\n");
	fprintf(f, "\t*SCENE_LASTFRAME\t100\r\n");
	fprintf(f, "\t*SCENE_FRAMESPEED\t30\r\n");
	fprintf(f, "\t*SCENE_TICKSPERFRAME\t160\r\n");
	fprintf(f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n");
	fprintf(f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n");
	fprintf(f, "}\r\n");

	/* print materials */
	fprintf(f, "*MATERIAL_LIST\t{\r\n");
	fprintf(f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders);
	for(i = 0; i < numBSPShaders; i++)
	{
		shader = &bspShaders[i];
		ConvertShader(f, shader, i);
	}
	fprintf(f, "}\r\n");

	/* walk entity list */
	lightNum = 1;
	for(i = 0; i < numEntities; i++)
	{
		/* get entity */
		e = &entities[i];

		/* Tr3B: check if it is a light */
		classname = ValueForKey(e, "classname");
		if(!Q_stricmp(classname, "light"))
		{
			ConvertLight(f, e, lightNum);
			lightNum++;
			continue;
		}

		/* check if it is a model */
		if(i == 0)
			modelNum = 0;
		else
		{
			key = ValueForKey(e, "model");
			if(key[0] != '*')
				continue;
			modelNum = atoi(key + 1);
		}
		model = &bspModels[modelNum];

		/* get entity origin */
		key = ValueForKey(e, "origin");
		if(key[0] == '\0')
			VectorClear(origin);
		else
			GetVectorForKey(e, "origin", origin);

		/* convert model */
		ConvertModel(f, model, modelNum, origin);
	}

	/* close the file and return */
	fclose(f);

	/* return to sender */
	return 0;
}
